This was my first Ludum Dare where I couldn't dedicate the entire weekend to creating a game... unfortunately I had work on Sunday. This removed about 7 hours that I could work on the project, this meant I had to be strict about scope, scheduling and had to be realistic about the amount of polish I could get done.
Fortunately, I really liked the theme this year, it felt full of possibilities and I enjoyed coming up with a concept on the Saturday morning. I settled on having a lumber jack trying to stop an out of control train by chopping down trees in front of it. While I thought about how this could be turned into a cool set of mechanics I got started on the art. After about half an hour, I lost the art I had started, meaning I had to redo the sprite for the lumber jack, I took this as a sign that such sprites shouldn't be taking so long so I switched styles from:
To:

This also saw the switch from a Paper-Boy / Marble Madness angle to a more NES inspired look, this change in angle would hopefully make the gameplay more straightforward, rather than running down a hill diagonally, you'd run towards the bottom of the screen.

I decided that to chop down trees you'd have to throw the axe, but bigger trees would have to require the throw to have more momentum. Bigger trees would also slow down the train more. This meant the player would have to bump into the train in order to gain some speed before throwing the axe. I came up with this mechanic in order to incorporate the train into the gameplay more, being an active feature rather than it being like a progress bar.

I'd also thought about the possibility of having the axe return to the player, which, looking back, should have been a power up, but I'd decided not to, as the strategy would boil down to running straight down the track. I recognise now that it's frustrating to see the axe get caught behind the train and that's game over, so I definitely should have added the returning feature when it gets caught behind the train. This would have been balanced by the fact that you wouldn't be able to chop down trees while all of this happens, so the train would be harder to slow down... At least I know for next time to look out for these kind of things!
To add variety I also added in boxes that required the player to throw the axe at from behind to push them onto the track to slow down the train. By the end of day one, I had the majority of the gameplay down but I still needed a start and an end, music, sound effects, polish etc... and I didn't have much time to complete the game the following day. I woke up early on Sunday and created the music followed by the village at the end of the tracks, I also fixed a handful of bugs that were left from the day before.
I also noticed that if you got stuck behind the train it was pretty much game over, and while I wanted the train getting ahead of you to be the fail state, I wanted one last hope for the player to get them back on track (pun was maybe intended). I added in some speed-boost berries that spawn behind the train that gives the player a chance to run back in front of the train if they were able to get one quickly!
I rushed back from work and got started with a menu, which included the tutorial screen, and also the end screen displaying how many villagers were able to escape before the train hit. I made the thumbnail and the page design while Unity took its time building the game, with everything finally done at about 10 past midnight on Monday, what a great way to start the week... who likes Mondays anyways!

I really enjoyed this Ludum Dare and I'm glad I was able to get a working product online despite the extra time constraints, looking forward to the next LD! If you'd like to try the game out I'll leave a link here and thanks for reading! https://ldjam.com/events/ludum-dare/50/lumber-tracks
I'd also be interested in knowing what other people's scheduling experience was like this year? Thanks again for reading!